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Messages - JDRingo

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1
Curses / Re: What's your Slogan? Tell me what's your slogan
« on: January 02, 2013, 12:27:29 pm »
The group burst onto the scene shouting "<the lyrics to 'Opposites Attract'>"!

2
DF Dwarf Mode Discussion / Re: Things that don't happen.
« on: July 24, 2012, 11:24:48 pm »
Solon Liturgalud cancels Sex:need 1 unused contraceptive

3
Curses / Re: Ideas for a new weapon
« on: June 08, 2012, 12:45:00 am »
Well you can find all the guns you need on military personnel, and in the national guard base. So I don't see why you should still need to buy guns in endgame. And if you really need to buy weapons under liberal policies then try the oubliette. I don't think the swords would be outlawed.

Also, in an perfect liberal society there's no such thing as guns.

4
Curses / Re: How do you play LCS
« on: June 05, 2012, 10:58:43 am »
I like to find about five people with high INT(two of them with decent CHA as well for later) and use them to make me money through tailoring. After that I take my two charimatic recruits to the park to look for athletes and dancers. After I have a couple of them talking to me I send my three recruiters off to do some illegal stuff to get their juice up. Then, after every has some leadership slots, we welcome the dancers and athletes in. At which point my two recruiters go back to making expensive suits, and my founder and the new recruits go out to raise hell in a very liberal way.

(Athletes:always 10 health, agility, strength; Dancers:always 10 health, agility)

5
Curses / Re: Whats the easiest why to earn persuasion
« on: June 05, 2012, 10:39:39 am »
Actually, I'm pretty sure 5 is the maximum number of meetings until you start losing control of your schedule. During my first playthrough though I had 6 or 7 meetings daily for my founder, so I think after five it becomes a dice roll whether or not you end up blowing off one of your appointments.

6
Curses / Re: Ideas for a new weapon
« on: June 02, 2012, 03:36:09 pm »
I already figured out you can't mount weapons on armor, sorry if I wasn't very clear. Also I've heard some horror stories about the way fire works, so I wasn't planning on adding that in there.

OP=overpowered

7
Curses / Ideas for a new weapon
« on: June 02, 2012, 02:10:33 pm »
So yesterday I decided to write myself up some super armor to learn how to add in new items, then I got an idea after watching iron man 2 again to make a super hero squad to fight the arch-conservative agenda. So this morning I changed the name of the armor to "PwrSuit" and now I'm wondering what I should do for the repulsor blasters.

It didn't take me too long to figure out the armor tags, but I've noticed that weapons are a bit of a different beast as far as complexity. So I guess what I'm asking for are some ideas for what I should add to this weapon, as well as some protips to help me avoid making the weapon OP. I just want friggin laserbeams coming out of their friggin hands, not a group of bipedal tanks.

Also I still haven't thought up a name for this squad, so any help there would also be appreciated.

8
Curses / Re: Mutants?
« on: May 30, 2012, 07:58:50 pm »
I'm actually a little proud that my stupid question led to such great ideas.

9
Curses / Re: Mutants?
« on: May 24, 2012, 08:02:17 pm »
Okay, that makes sense. Thanks.

10
Curses / Mutants?
« on: May 24, 2012, 06:13:13 pm »
So I've been a fan of DF for a while now, and I just recently got into LCS when youtube suggested Grimmith's LGWI series to me. I'm definitely interested in his strategy of using mutants but for some reason I haven't come across any at all since I started playing a few days ago. I'm using 4.04, btw. Were mutants removed in an earlier version? If not where is the best place to find them? I've been looking in the crack house.

11
DF Modding / Re: S.T.A.L.K.E.R. Mod
« on: March 22, 2012, 10:10:58 pm »
Ask villager if I could stay the night.
"Don't just stand there, I said come in."

12
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 06, 2012, 11:39:01 am »
So I had an idea just now and had to come here to get some tips on getting it done. I need to know how to add another limb so my wrestler can use his beard while fighting, as if it were another arm.

13
DF Dwarf Mode Discussion / Re: Best Fortress Security Designs
« on: March 02, 2012, 03:04:44 pm »
I usually start my fort by digging 2x2 stairwell down 1z, then to a long corridor full of cage traps and the barracks for my town guard squad. At the end of said corridor is the main stairwell leading to the fortress.

Above ground I wrap an entry hall 2 wide around the first set of stairs at least once, then a bridge spanning a simple moat, then another wall on the other side of the moat. Between the bridge and the stairs are some cage traps, then a few pitdogs for the [trap:avoid] currs. Behind the first staircase is a ramp up to my sniper nest barracks which is fortified, and above that my main vanguard of axedwarves to be deployed as a sturdy and industrious front line. And for good measure I always place my depot offsite, usually at the entrance to my candy-mines.

I've done this a few times but I usually scrap my forts before I get a siege because as soon as I get comfortable I want to start again and add something new to the plan. The more i learn about the game, the more I upgrade my defense strategy(which is already in it's fifth generation) Because of this I've yet to see if my xbowdwarves will shoot at another z-level. So if anyone knows, I'd appreciate it if you told me.

14
DF Dwarf Mode Discussion / Re: The king is (un)dead! All hail the king!
« on: February 26, 2012, 08:00:25 am »
He is a dwarf-killer(/eater) and a foul beast of the night. Regardless of his military capabilities I'd still be pretty outraged by his nerve. I say you fill his office with lava delicious alcohol.

15
DF Dwarf Mode Discussion / Re: Dwarven Rulebook
« on: February 14, 2012, 11:27:12 pm »
Dwarven Rule #25- When Urist emerges from the mines screaming about a 7-armed, winged crocophant made of ash and breathing noxious fumes remain calm and pull more levers.

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